The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future.
Decay
, which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way
Decay
weapons naturally lose Durability without attacking, which Archaeologist has several of, it being the core use of the keyword. Additionally,
Decay
can affect minions and heroes.
Showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to
Discover
a weapon.
Kobold Crafter
is just one example of this type of synergy, and there will be more to come. Another thing to note is that
Kobold Crafter
Discovers
, making it decent support for a future
Discover
archetype.
Hallkeeper
is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of
Decay
weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has
Deathrattle
synergy.
Deathrattle
decks in Archaeologist will be unique from other
Deathrattle
decks because
Deathrattle
minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their
Deathrattles
. One unique thing about
Divvy Digger
is that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic,
Decay
, finally finds its way onto a card. Right from the get-go,
Decay
is already being used uniquely on
Timesnipper
. Because you don't want the weapon to break, the
Decay
actively works against you for a powerful weapon such as this. It's similar to
Moat Lurker
which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their
Deathrattles
.
The Big Guy
Rejan, Arisen
is very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
Here's what I think I'll do for my showcase cards. All feedback is welcome.
Notes:
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay, which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking. Additionally, Decay can affect minions and heroes.
Current showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon. Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold CrafterDiscovers, making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles. One unique thing about Divvy Diggeris that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic, Decay, finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper. Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles.
The Big Guy
Rejan, Arisenis very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
The Archaeologist cares about weapons. It is a weapon class through and through. What makes an Archeologist different from all of the other Blademasters? Well, it's more about exploration. The class will have plenty of card generation through Discover effects and token pools. Additionally, Izzy's weapons are more magical then swingy. It's new, unique keyword, Decay, makes all of this possible. Decay will find it's home mostly on weapons, but minions that give Decay will be found in Archaeologist too. My five showcase cards will show different archetypes of Archaeologist. Deathrattle, Weapon, Control, Armor, and Discover are these unique archetypes.
(Classic Legendary)
As you can see, Archeologist takes old and new concepts and revitalizes them in new and interesting ways. (explanation for each of the cards coming soon).
I actually finished Archaeologist's Basic and Classic set, with 10 or so extra cards. Tell me what you think, the cards are all down below!
Additionally, I made a roadmap of what I'm going to support in Archaeologist. Here's what I have so far (up to change)!
Classic: Weapon focus
Un'goro: Elemental focus, Discover
KnC: Weapon focus + buffing, armor
KoFT: Armor focus (decaying armor), taunt
Boomsday: Board manipulation, mechs
Witchwood: Shuffling, heal
RR: Discover, Miracle
Tell me if you dislike any of these archetypes and if you think of any that could fit the class! I would love all of your feedback.
I'm having trouble choosing my Classic Legendary. I have 4 options:
Additionally, I added new Archaeologist cards, inside the spoiler, and changed up my showcase cards. Please tell me what you think, and what cards in Archaeologist would be best for the preview 5 cards! I would love to hear your feedback.
After a talk with Shadow, it turns out that my Deal mechanic is still legal as long as I don't show the tokens created. Demon's concern about the lack of variety in my showcase card set let me created a few more cards from different sets. If they're not well received, I'll just probably change the card set for Power of the Void (to Boomsday) and Contract of Destruction to K & K:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear
The Deal effect also differs in that you have to choose more than one time if there is multiple Deal value. Here's an example:
When you play the card with multiple Deals, it will first appear a 3 mana 2/4 vanilla minion as a No Deal! option and a 4 mana 2/4 that summon a 0/2 as a Deal! option.
If you pick the No Deal! option, you get a 3 mana 2/4. If you pick the Deal! option, you will now have to pick a second time between a 4 mana 2/4 summon a 0/2 as a No Deal! option and a 5 mana summon 2 0/2 as a Deal! option.
If you pick the No Deal! option, you pay 4 mana to get a 2/4 minion and one 0/2 minion. If you pick the 5 mana Deal! option, the 6 mana option pops up as a Deal! option and the 5 mana is now a No Deal! option. This repeat until you picked the 9 mana option.
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class will have little to no cheap direct damage print (which means that their direct damage will be atleast 3 mana and up) except those obtained the Contract of Protection to reduce frustration of being burst down to your opponent and encourage to fight for the board a little more.
Showcase cards:
x
Reserve Cards:
The Hero Power is way, way too complex. I see what you were going for, with the hero power cycling through the upgraded HPs of Mage, Priest, and Warlock, but that is not a Basic mechanic whatsoever. I like the deal mechanic, even though it's pretty much identical to the keyword Summoner, a finalist from the last comp, had. I'm afraid of 0-Mana Spell Damage because it seems like it could make burst and OTKs super easy because you play both of those, maybe another spell damage minion, and each spell deals 3 additional damage (especially tokens generated from your Hero Power!). Also, the Deal legendary feels redundant because Malygos exists. You should try to seperate the flavor from Warlock more, because you should be able to differenciate a Warlock and Ethereal card from name alone mostly. I'm not fond of what you're doing with Spell Damage synergy, because it's synergy is very obvious (Dealing damage), and you choose to go the redundant route and synergise with minions with Spell Damage instead. The Contract theme is fine, and if Contract generation was moved to Classic, pretty cool.
Overall, I like the design of the class. You managed to created a weapon-focus class that is completely distinct in gamestyle and feel from Warrior, which is not easy to do.
Your showcase cards need more work, however. Rejan the Lost and Bonehatchling are just much more superior cards compare to Steeltipper (which is just bizarre and will likely limit design for weapon buffs) and Titan Gravedigging (which is just too random for my taste).
Alright. I was uncertain about Rejan because it's a substitute for a classic Legendary. I suppose if enough people like it, it'll do. I should probably add Bone Hatchling for the cute factor, yea. Titan Gravedigging is supposed to support Discover decks, as I said. Is it too flashy for a showcase card? I don't know what would be best for showcase cards.
@Pircival. WOW, you put in a lot of work early huh. Man I wish I had your levels of dedication. I tend to only focus on the task at hand and that's it. Now I'm sure you know you can't show off token generating cards like the quest, but I do appreciate it being here to look at. Seems you like weapons, neat, it works. Uncover, I don't believe there are any random basic cards at all. They are called basic for a reason. Don't believe it should be here. Mystery Depths also feels a slight bit out of element, however since we won't be visiting GVG or other sets with a lot of heavy random effects you could sneak it into your core. I think you are way too heavy on weapon focus and too many things do Decay. There aren't a lot of classic cards with class specific keywords for a reason.
I do like the flavor and the general feel of the class, but I think it's a slight bit too cluttered at the moment.
It's funny because I have received the opposite feedback. Over half of every class with a keyword has 7+ cards with that keyword! Shaman has 7 Overload cards, Rogue has 8 Combo cards, and Druid has 10 Choose One card. Maybe because it's that the cards with Decay come out as too bland? For Uncover, I thought that since Animal Companion existed in Basic, Uncover wouldn't be an issue. Your criticism for Mystery Depths makes sense, but I think it's fine considering the Classic set is super generic. Can you clarify what you mean by cluttered? You seem to both suggest that too much and not enough is going on. (Also, the quest is its own reward. That's why it's a showcase card.)
Quote from Pircival>>Fine, I'll present my class the usual way.
Well, this is awkward. Our Hero Powers are literally identical.
As someone who's first CCC entry was a weapon-based class: don't. You'll find weapons are very limiting in terms of design, and you'll hit a roadblock down the line. Then again, you're a card design champion, so what do I know.
I won't comment on your basic and classic cards since those will inevitably change once phase II starts because of restrictions. Steeltipper doesn't seem that great, you loose a lot of Armor for a one attack weapon that, in a class focused on weapons, won't last long since you'll most likely want to change it. The quest reward is absolutely insane, it's 15 mana worth and gives you a full hand almost every time. Everything else seems ok.
So I've come up with a new keyword for my class along with a few cards that use it:
Feel free to come up with another name for it. Preferably one that's not 5 character too long.
Most Hero Powers are similar, there's very limited design space for Hero Powers. Honestly? With aura weapons, I feel like I can do a lot with weapons. On attack effects, regular auras with decay, changing Attack auras, etc. means that for weapons, I can make much more than the usual weapons class. I share your concerns with Steeltipper, but Archeologist should be able to survive in a deck that only runs 1 weapon. Constant attack for the rest of the game is pretty decent as a free ping and win condition. For the quest reward, I compared it to Megafin. Losing out on the body and synergies makes it about equal to the Discover benefits.
Morphilibrium seems like a weird keyword just because of how long it is. It's pretty hard to trigger because minions will usually take a bit more or less damage. The idea is neat, but I can't see it working out in-game. Maybe Sync?
Fine, I'll present my class the usual way. Introducing... (thanks Cogito!)
The Archaeologist cares about weapons. It is a weapon class through and through. What makes an Archeologist different from all of the other Blademasters? Well, it's more about exploration. The class will have plenty of card generation through Discover effects and token pools. Additionally, Izzy's weapons are more magical then swingy. It's new, unique keyword, Decay, makes all of this possible. Decay will find it's home mostly on weapons, but minions that give Decay will be found in Archaeologist too. My five showcase cards will show different archetypes of Archaeologist. Deathrattle, Weapon, Control, Armor, and Discover are these unique archetypes.
As you can see, Archeologist takes old and new concepts and revitalizes them in new and interesting ways. (explanation for each of the cards coming soon).
I actually finished Archaeologist's Basic and Classic set, with 10 or so extra cards. Tell me what you think, the cards are all down below!
Hi! It's my first time entering in one of these comps! Here's what I have so far for basic and classic: https://imgur.com/a/sUl5fAA, and here's random potential alternate classic cards or showcase cards: https://imgur.com/a/YZ835in. Basic overview:
Archeologist class!
Types of cards that Archeologist has:
Weapons! Aura weapons which buff your minions, give you armor, at have Decay! Or just regular weapons.
Removal!
AoE!
Armor!
Healing!
Card draw!
Token generation! (In hand)
Archeologist is a very defensive class in its playstyle. Although it is similar to Warrior, it has better drawing, healing, and a different playstyle, relying more on spells and weapons more than minions.
This card basically prevents a minion from attacking. Whenever it attacks a minion, Partyguard attacks that minion instead. This card is quite versatile. It can be used to prevent big enemy minions from attacking, or it can be used to gain psuedo-Windfury if you choose your own minion. It's pretty good for permanently stalling a huge minion out, or if you buff it it'll do the heavy work for two minions. It also can gain pseudo-Charge with minions with Charge like Stonetusk Boar, it can attack up to three times with **Windfury minions. This card has many fun applications.
He'll do deals for anybody, and he only accepts cake for compensation.
This card is more lighthearted than Partyguard. Both the text and the name rhymes, and it's meant for some meme-y decks. Maybe a deck where you bounce a bunch of Stealth minions, or a deck where you use Glinda Crowskin to summon a bunch of Worgen infiltrators and get a big 32/32. It's not meant to fit in any current decks, but maybe it'll inspire some new ones.
This lime-colored thyme loves to rhyme. Times and times has this thyme rhymed. Once in it's prime it rhymed nine times. It climbs till it reaches a size divine. Though it is not sublime how this thyme loves to chime, I'm shocked at the signs this twine has whined.
Inspiration was from
Deck of Wonders
. This is not meant to be a competitive card, but a fun meme card that can range from amazing results to terrible results.
It's Legendary because +20/+20 is big. I don't think it's any better than Assassinate, but there are definitely some synergies with it.
@Shuhister - The names don't feel Legendary, and gaining mana is more of a druid thing than a warlock thing. I like the idea though, maybe summoning a Charge minion instead of gaining 1 Mana Crystal.
@Noah - Your card doesn't effect anything in-game, so it would never be used competitively. It would probably be abused with friendlies.
@YGS - Very strong, it's basically Reno without the body. It doesn't seem that bad, however, because Healadin is so bad, it's just annoying.
I leave for work at 6am and get home around 6pm (if i have no errands to run) M-F, this with wife and kids, so I will never have time to do the big competitions. >_>
What if the big competitions had no elimination but instead you earns points for each round and the overall winner wasn't revealed until end. May keep more people invested longer.
This is a great idea.
I second this,
I third this.
I fourth this.
C-C-C-COMBO BREAKER I fifth this.
I sixth this.
I disagree. I think that there should be an initial elimination phase, to weed out the ideas that don't work in Hearthstone, but there shouldn't be any more elimination after that, because all of the other ideas are workable and can be developed further.
30
Format shamelessly stolen from Demonxz.
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay , which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking, which Archaeologist has several of, it being the core use of the keyword. Additionally, Decay can affect minions and heroes.
Showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon. Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold Crafter Discovers , making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles . One unique thing about Divvy Digger is that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic, Decay , finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper . Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles .
The Big Guy
Rejan, Arisen is very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
0
Here's what I think I'll do for my showcase cards. All feedback is welcome.
Notes:
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay, which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking. Additionally, Decay can affect minions and heroes.
Current showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon. Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold Crafter Discovers, making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles. One unique thing about Divvy Digger is that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic, Decay, finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper. Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles.
The Big Guy
Rejan, Arisen is very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
0
The Archaeologist cares about weapons. It is a weapon class through and through. What makes an Archeologist different from all of the other Blademasters? Well, it's more about exploration. The class will have plenty of card generation through Discover effects and token pools. Additionally, Izzy's weapons are more magical then swingy. It's new, unique keyword, Decay, makes all of this possible. Decay will find it's home mostly on weapons, but minions that give Decay will be found in Archaeologist too. My five showcase cards will show different archetypes of Archaeologist. Deathrattle, Weapon, Control, Armor, and Discover are these unique archetypes.
(Classic Legendary)
As you can see, Archeologist takes old and new concepts and revitalizes them in new and interesting ways. (explanation for each of the cards coming soon).
I actually finished Archaeologist's Basic and Classic set, with 10 or so extra cards. Tell me what you think, the cards are all down below!
Basic:
Link: https://imgur.com/a/sUl5fAA
Fossils: (will be changed later)
Classic:
Link: https://imgur.com/a/sUl5fAA
Extras:
Link: https://imgur.com/a/YZ835in
Additionally, I made a roadmap of what I'm going to support in Archaeologist. Here's what I have so far (up to change)!
Tell me if you dislike any of these archetypes and if you think of any that could fit the class! I would love all of your feedback.
I'm having trouble choosing my Classic Legendary. I have 4 options:
Additionally, I added new Archaeologist cards, inside the spoiler, and changed up my showcase cards. Please tell me what you think, and what cards in Archaeologist would be best for the preview 5 cards! I would love to hear your feedback.
0
The Hero Power is way, way too complex. I see what you were going for, with the hero power cycling through the upgraded HPs of Mage, Priest, and Warlock, but that is not a Basic mechanic whatsoever. I like the deal mechanic, even though it's pretty much identical to the keyword Summoner, a finalist from the last comp, had. I'm afraid of 0-Mana Spell Damage because it seems like it could make burst and OTKs super easy because you play both of those, maybe another spell damage minion, and each spell deals 3 additional damage (especially tokens generated from your Hero Power!). Also, the Deal legendary feels redundant because Malygos exists. You should try to seperate the flavor from Warlock more, because you should be able to differenciate a Warlock and Ethereal card from name alone mostly. I'm not fond of what you're doing with Spell Damage synergy, because it's synergy is very obvious (Dealing damage), and you choose to go the redundant route and synergise with minions with Spell Damage instead. The Contract theme is fine, and if Contract generation was moved to Classic, pretty cool.
0
Alright. I was uncertain about Rejan because it's a substitute for a classic Legendary. I suppose if enough people like it, it'll do. I should probably add Bone Hatchling for the cute factor, yea. Titan Gravedigging is supposed to support Discover decks, as I said. Is it too flashy for a showcase card? I don't know what would be best for showcase cards.
It's funny because I have received the opposite feedback. Over half of every class with a keyword has 7+ cards with that keyword! Shaman has 7 Overload cards, Rogue has 8 Combo cards, and Druid has 10 Choose One card. Maybe because it's that the cards with Decay come out as too bland? For Uncover, I thought that since Animal Companion existed in Basic, Uncover wouldn't be an issue. Your criticism for Mystery Depths makes sense, but I think it's fine considering the Classic set is super generic. Can you clarify what you mean by cluttered? You seem to both suggest that too much and not enough is going on. (Also, the quest is its own reward. That's why it's a showcase card.)
0
Most Hero Powers are similar, there's very limited design space for Hero Powers. Honestly? With aura weapons, I feel like I can do a lot with weapons. On attack effects, regular auras with decay, changing Attack auras, etc. means that for weapons, I can make much more than the usual weapons class. I share your concerns with Steeltipper, but Archeologist should be able to survive in a deck that only runs 1 weapon. Constant attack for the rest of the game is pretty decent as a free ping and win condition. For the quest reward, I compared it to Megafin. Losing out on the body and synergies makes it about equal to the Discover benefits.
Morphilibrium seems like a weird keyword just because of how long it is. It's pretty hard to trigger because minions will usually take a bit more or less damage. The idea is neat, but I can't see it working out in-game. Maybe Sync?
0
Fine, I'll present my class the usual way.
Introducing... (thanks Cogito!)
The Archaeologist cares about weapons. It is a weapon class through and through. What makes an Archeologist different from all of the other Blademasters? Well, it's more about exploration. The class will have plenty of card generation through Discover effects and token pools. Additionally, Izzy's weapons are more magical then swingy. It's new, unique keyword, Decay, makes all of this possible. Decay will find it's home mostly on weapons, but minions that give Decay will be found in Archaeologist too. My five showcase cards will show different archetypes of Archaeologist. Deathrattle, Weapon, Control, Armor, and Discover are these unique archetypes.
As you can see, Archeologist takes old and new concepts and revitalizes them in new and interesting ways. (explanation for each of the cards coming soon).
I actually finished Archaeologist's Basic and Classic set, with 10 or so extra cards. Tell me what you think, the cards are all down below!
Basic:
Link: https://imgur.com/a/sUl5fAA
Fossils: (will be changed later)
Classic:
Link: https://imgur.com/a/sUl5fAA
Extras:
Link: https://imgur.com/a/YZ835in
Additionally, I made a roadmap of what I'm going to support in Archaeologist. Here's what I have so far (up to change)!
Tell me if you dislike any of these archetypes and if you think of any that could fit the class! I would love all of your feedback.
0
Hi! It's my first time entering in one of these comps! Here's what I have so far for basic and classic: https://imgur.com/a/sUl5fAA, and here's random potential alternate classic cards or showcase cards: https://imgur.com/a/YZ835in.
Basic overview:
Archeologist class!
Types of cards that Archeologist has:
Archeologist is a very defensive class in its playstyle. Although it is similar to Warrior, it has better drawing, healing, and a different playstyle, relying more on spells and weapons more than minions.
Tell me what you think!
0
0
0
This card basically prevents a minion from attacking. Whenever it attacks a minion, Partyguard attacks that minion instead. This card is quite versatile. It can be used to prevent big enemy minions from attacking, or it can be used to gain psuedo-Windfury if you choose your own minion. It's pretty good for permanently stalling a huge minion out, or if you buff it it'll do the heavy work for two minions. It also can gain pseudo-Charge with minions with Charge like Stonetusk Boar, it can attack up to three times with **Windfury minions. This card has many fun applications.
He'll do deals for anybody, and he only accepts cake for compensation.
This card is more lighthearted than Partyguard. Both the text and the name rhymes, and it's meant for some meme-y decks. Maybe a deck where you bounce a bunch of Stealth minions, or a deck where you use Glinda Crowskin to summon a bunch of Worgen infiltrators and get a big 32/32. It's not meant to fit in any current decks, but maybe it'll inspire some new ones.
This lime-colored thyme loves to rhyme. Times and times has this thyme rhymed. Once in it's prime it rhymed nine times. It climbs till it reaches a size divine. Though it is not sublime how this thyme loves to chime, I'm shocked at the signs this twine has whined.
1
Unlimited potential, just in one egg.
Inspiration was from Deck of Wonders . This is not meant to be a competitive card, but a fun meme card that can range from amazing results to terrible results.
21
If you get a Golden Whizbang, your deck will be golden, because cards generated from Golden cards are also golden. Definitely worth a Golden Craft.
0
It's Legendary because +20/+20 is big. I don't think it's any better than Assassinate, but there are definitely some synergies with it.
@Shuhister - The names don't feel Legendary, and gaining mana is more of a druid thing than a warlock thing. I like the idea though, maybe summoning a Charge minion instead of gaining 1 Mana Crystal.
@Noah - Your card doesn't effect anything in-game, so it would never be used competitively. It would probably be abused with friendlies.
@YGS - Very strong, it's basically Reno without the body. It doesn't seem that bad, however, because Healadin is so bad, it's just annoying.
0
I disagree. I think that there should be an initial elimination phase, to weed out the ideas that don't work in Hearthstone, but there shouldn't be any more elimination after that, because all of the other ideas are workable and can be developed further.